The glyphs will be ranked in the following categories: Raiding (group PvE), Solo, and PvP. They will also be given a ranking according to the following scale:
• Must have
• Solid
• Okay
• Poor
• Skip it
Minor glyphs will not be ranked. Due to their nature of being minor glyphs, it’s largely inconsequential if you use them or not.
That said, Glyph of Slow Fall rocks.
Alphabetic
Glyph of Arcane Barrage – Reduces the cost of Arcane Barrage by 20%.
Raiding: Poor
Solo: Okay
PvP: Okay
A glyph that screams “mediocre”
Raiding: Must have
Solo: Poor
PvP: Okay
A very powerful glyph for arcane mages. A must for any raider, not having it is a significant DPS loss.
Somewhat less powerful for PvP, due to the heavy emphasis on movement. It can be excruciatingly difficult to find the opportunity to actually cast ABlast, but if you do, the extra damage potential can serve you well.
Even less useful for solo efforts, as an extra 3 or 6% damage is mostly irrelevant when fighting most mobs.
Glyph of Arcane Explosion – Reduces the mana cost of Arcane Explosion by 10%.
Raiding: Okay
Solo: Skip it
PvP: Skip it
An excellent glyph to have if you’re going to be using Arcane Explosion a lot in a raiding environment. Both fire and frost AoE spells are superior to Arcane Explosion, so it is highly recommended to use Flamestrike and Blizzard instead of AE.
The glyph is worthless for both solo and PvP content.
Glyph of Arcane Missiles – Increases the critical strike damage bonus of Arcane Missiles by 25%.
Raiding: Must have
Solo: Poor
PvP: Okay
This glyph beefs up the damage output of Arcane Missiles by a significant amount, provided you are sporting a decent crit rate. A must for raiding arcane mages, due to their heavy reliance on AM in their cycles.
Generally a poor investment for solo mages, especially for leveling mages. The extra damage just isn’t needed, and leveling mages often don’t have nearly a high enough crit rate for this glyph to work properly.
Would be a strong glyph for PvP, as it handily negates part of the effect of resilience, but AM itself is a very situational spell in PvP. There are much better PvP glyphs out there.
Glyph of Arcane Power - Increases the duration of Arcane Power by 3 seconds.
Raiding: Okay
Solo: Poor
PvP: Solid
A very strong glyph where you can take advantage of an extra spell or two with significantly higher damage. You won’t regret this one. Unless it gets dispelled…
Very strong from a PvP perspective, where an extra spell or two with more damage can make all the difference between humiliating defeat and delicious victory.
While a decent glyph from a raiding perspective (especially considering AP’s relatively short cooldown), there are better glyphs for raiding arcane mages.
Doesn’t serve much of a purpose in solo content. The only exception would be if you make it a point to fight every single elite mob you come across.
Glyph of Blink – Increases the distance you travel with Blink by 5 yards.
Raiding: Skip it
Solo: Confusing
PvP: Solid
The first thing you’ll notice is how this completely screws up how you travel places. When you move between the AH and the mailbox… you blink. Maybe you blink closer to a vendor. Or a trainer. Guaranteed that the extra five yards will COMPLETELY mess up your judgment of where you’re blinking to
The longer you’ve been playing a mage, the more this will mess you up when you use it. You probably don’t notice it now, but you probabaly use blink a substantial amount when moving from place to place.
This glyph will be the source of a lot of confusion, until you get used to the new distance. And that will take a very, very long time.
Pretty awesome for PvP, considering Blink is used as fast is it comes off cooldown. An extra five yards can make a huge difference.
Glyph of Deep Freeze – Increases the range of your Deep Freeze ability by 10 yards.
Raiding: Skip it
Solo: Skip it
PvP: Solid (but better options to choose from) (depends on environment)
A hilariously awful glyph, this gives PvP frost mages the rather strange option of freezing opponents from so far away that they can’t do anything else to them. Deep Freeze is used either as a setup for a shatter combo or a defensive move, which this glyph does nothing to benefit or change in any way.
The only advantage to this is if you needed to interrupt the cast of someone very far away who’s conveniently standing in LOS and you had FoF up. however, it is good in arena as you are limited to a certain range anyways. So the chance of you being to far away to cast frostbolt icelance shatter combo on a frozen opponent is almost completely eradicated. It would be good for example to freeze the heals, from a good distance then take care of the other (s) . Which is why it is heavily dependant on the enivronment.
Glyph of Eternal Water: -This glyph allows for a summoned Water Elemental to last indefinitely, but it can no longer cast Freeze.
Raiding: Must have
Solo: Okay
PvP: skip it
This glyph is a DPS booster in raiding. It adds about 200 to 400 extra DPS. Because of its extra DPS boost, it is a myst have for raiding. For Solo, it isn't THAT great. If you are in the process of leveling your mage you will find that the ability Freeze, by your Water ELemental is so much more useful than it lasting indefinitely. Most of the time, the mobs you should be killling are soloable without a Water Elemental. If you are relying on your Water Elemental to defeat the mob, you should try to come up with a more efficient strategy and save up one major glyph slot for something else. For PvP, it is really useless. You will be finding, as a mage, that you will rely again, more on Freeze to keep your enemies away or snare them to throw a deep freeze.
Glyph of Evocation – Evocation also causes you to regain 60% of your HP over it’s duration.
Raiding: Okay
Solo: Solid
PvP: Must have
This glyph has single handedly saved my life in PvP about every ten minutes. The ability for a class that otherwise is incapable of healing itself to… well, heal itself, is very powerful. This can be easily seen as being a required glyph for any PvP.
Can be useful for raiding style situations, if your healers are otherwise going to taxed for the fight, or fights like Loatheb where heals only get to go off every 60 seconds. A very situational glyph for raiding, basically.
A solid option for solo play, it can cut down significantly on time you would otherwise spend eating/drinking. Evocate has a 5 minute cooldown now; try to use it every single time it comes off cooldown.
This is a similar effect to the rogue PvP gloves a few months ago. The gloves had a special little effect on them, where Deadly Throw would gain a spell interrupt. A lot of rogues said “meh, we don’t use DT too much”.
But, once they had the gloves and the spell interrupt, they used Deadly Throw as much as they could.
It’s the same effect here. If you get this glyph, you will find yourself using Evocate more often than you ever did before.
Glyph of Fireball – Increases the critical strike chance of fireball by 5%, but removes the DoT effect.
Raiding: Must have
Solo: Solid
PvP: Skip it
Pointless from an end game PvP’er. If you’re, say, a level 49 twink fire mage, this would be the glyph for you.
Basically, this is a very strong glyph for any situation where a mage would use fireball.
Consider this glyph an absolute must for a raiding fireball mage. Without it, you’re wasting the raid’s time. This would be like a Ret Paladin showing up to raid, having forgot his 2H weapon in the bank.
Glyph of Fire Blast – Increases the critical strike chance of Fireblast by 50% when the target is stunned or incapacitated.
Raiding: Skip it
Solo: Okay
PvP: Solid
I’m dreaming of what a rogue and a mage with this could do. A very strong glyph for any PvP mage, and if you plan on being a fire mage for PvP, a must. Just taking advantage of an Impact proc with this makes it worth the major glyph slot. It’s like your own little baby Shatter.
A strong glyph for solo content, as well, for fire mages. You get impact procs quite a lot in solo play, and using this glyph and fireblast whenever you see on of those procs can result in a lot of damage. The only downside is that fireblast is a very expensive spell, and usually it’s in your best interests to use an Impact proc as time to fire off another (more mana efficient) spell with a cast time.
Glyph of Frostbolt – Increases the damage dealt by Frostbolt by 5%, but removes the slowing effect.
Raiding: Must have
Solo: Skip it
PvP: Skip it
If you plan on raiding as a frost mage, you must have this glyph. No “ifs” or “buts” allowed.
Note that this glyph doesn’t “remove” the snare, it merely sets the snare’s effect to 0%. This means it will still proc things like Fingers of Frost and Brainfreeze.
A terrible thing to get for any solo content or PvP. The snare effect is why frostbolt is so useful for both those areas of the game. Without that snare effect, you’ve intentionally crippled yourself.
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